/*
Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
extern float texdetail;
extern bool decalstoggle;
-int Model::LineCheck(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
+int Model::LineCheck(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
- if (*rotate)
+ }
+ if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
- if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+ }
+ if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
+ }
firstintersecting = -1;
for (unsigned int j = 0; j < Triangles.size(); j++) {
}
}
- if (*rotate)
+ if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
+ }
*p = *p + *move;
return firstintersecting;
}
-int Model::LineCheckPossible(XYZ *p1, XYZ *p2, XYZ *p, XYZ *move, float *rotate)
+int Model::LineCheckPossible(XYZ* p1, XYZ* p2, XYZ* p, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
- if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+ if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
+ }
firstintersecting = -1;
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
- if (*rotate)
+ }
+ if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
+ }
for (unsigned int j = 0; j < possible.size(); j++) {
if (possible[j] < Triangles.size()) {
}
}
- if (*rotate)
+ if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
+ }
*p = *p + *move;
return firstintersecting;
}
-int Model::LineCheckSlidePossible(XYZ *p1, XYZ *p2, XYZ *move, float *rotate)
+int Model::LineCheckSlidePossible(XYZ* p1, XYZ* p2, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
*p1 = *p1 - *move;
*p2 = *p2 - *move;
- if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius))
+ if (!sphere_line_intersection(p1, p2, &boundingspherecenter, &boundingsphereradius)) {
return -1;
+ }
firstintersecting = -1;
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
- if (*rotate)
+ }
+ if (*rotate) {
*p2 = DoRotation(*p2, 0, -*rotate, 0);
+ }
for (unsigned int j = 0; j < possible.size(); j++) {
if (possible[j] < Triangles.size()) {
*p2 -= Triangles[firstintersecting].facenormal * distance;
}
- if (*rotate)
+ if (*rotate) {
*p2 = DoRotation(*p2, 0, *rotate, 0);
+ }
*p2 = *p2 + *move;
return firstintersecting;
}
-int Model::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate)
+int Model::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate)
{
static int i;
static float distance;
oldp1 = *p1;
*p1 = *p1 - *move;
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
- if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius)
+ }
+ if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
return -1;
+ }
for (i = 0; i < 4; i++) {
for (unsigned int j = 0; j < Triangles.size(); j++) {
distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
if (distance < radius) {
point = *p1 - Triangles[j].facenormal * distance;
- if (PointInTriangle( &point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+ if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) {
intersecting = 1;
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
+ }
if (intersecting) {
*p1 += Triangles[j].facenormal * (distance - radius);
}
}
}
}
- if (*rotate)
+ if (*rotate) {
*p = DoRotation(*p, 0, *rotate, 0);
+ }
*p = *p + *move;
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, *rotate, 0);
+ }
*p1 += *move;
return firstintersecting;
}
-int Model::SphereCheckPossible(XYZ *p1, float radius, XYZ *move, float *rotate)
+int Model::SphereCheckPossible(XYZ* p1, float radius, XYZ* move, float* rotate)
{
static float distance;
static float olddistance;
possible.clear();
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, -*rotate, 0);
+ }
if (distsq(p1, &boundingspherecenter) > radius * radius + boundingsphereradius * boundingsphereradius) {
*p1 = oldp1;
return -1;
distance = abs((Triangles[j].facenormal.x * p1->x) + (Triangles[j].facenormal.y * p1->y) + (Triangles[j].facenormal.z * p1->z) - ((Triangles[j].facenormal.x * vertex[Triangles[j].vertex[0]].x) + (Triangles[j].facenormal.y * vertex[Triangles[j].vertex[0]].y) + (Triangles[j].facenormal.z * vertex[Triangles[j].vertex[0]].z)));
if (distance < radius) {
point = *p1 - Triangles[j].facenormal * distance;
- if (PointInTriangle( &point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]]))
+ if (PointInTriangle(&point, Triangles[j].facenormal, &vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]])) {
intersecting = 1;
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[1]], p1, &radius);
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[1]], &vertex[Triangles[j].vertex[2]], p1, &radius);
- if (!intersecting)
+ }
+ if (!intersecting) {
intersecting = sphere_line_intersection(&vertex[Triangles[j].vertex[0]], &vertex[Triangles[j].vertex[2]], p1, &radius);
+ }
if (intersecting) {
possible.push_back(j);
}
firstintersecting = j;
}
}
- if (*rotate)
+ if (*rotate) {
*p1 = DoRotation(*p1, 0, *rotate, 0);
+ }
*p1 += *move;
return firstintersecting;
}
-
void Model::UpdateVertexArray()
{
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
if (flat) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
void Model::UpdateVertexArrayNoTex()
{
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
if (flat) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
void Model::UpdateVertexArrayNoTexNoNorm()
{
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
for (unsigned int i = 0; i < Triangles.size(); i++) {
unsigned int j = i * 24;
bool Model::loadnotex(const std::string& filename)
{
- FILE *tfile;
+ FILE* tfile;
long i;
- int TriangleNum;
+ short triangleNum;
type = notextype;
color = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+ tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
- funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
+ funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
- Triangles.resize(TriangleNum);
- vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
+ Triangles.resize(triangleNum);
+ vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24);
for (i = 0; i < vertexNum; i++) {
funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
}
- for (i = 0; i < TriangleNum; i++) {
+ for (i = 0; i < triangleNum; i++) {
short vertex[6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]);
Triangles[i].vertex[0] = vertex[0];
return true;
}
-
bool Model::load(const std::string& filename)
{
- FILE *tfile;
+ FILE* tfile;
long i;
- int TriangleNum;
+ short triangleNum;
LOGFUNC;
type = normaltype;
color = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+ tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
- funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
+ funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
- Triangles.resize(TriangleNum);
- vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
+ Triangles.resize(triangleNum);
+ vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24);
for (i = 0; i < vertexNum; i++) {
funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
}
- for (i = 0; i < TriangleNum; i++) {
+ for (i = 0; i < triangleNum; i++) {
short vertex[6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]);
Triangles[i].vertex[0] = vertex[0];
bool Model::loaddecal(const std::string& filename)
{
- FILE *tfile;
+ FILE* tfile;
long i, j;
- int TriangleNum;
+ short triangleNum;
LOGFUNC;
LOG(std::string("Loading decal...") + Folders::getResourcePath(filename));
type = decalstype;
- decals.clear();
color = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+ tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
- funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
+ funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
normals = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
- Triangles.resize(TriangleNum);
- vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
+ Triangles.resize(triangleNum);
+ vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24);
for (i = 0; i < vertexNum; i++) {
funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
}
- for (i = 0; i < TriangleNum; i++) {
+ for (i = 0; i < triangleNum; i++) {
short vertex[6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]);
Triangles[i].vertex[0] = vertex[0];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
-
modelTexture.xsz = 0;
fclose(tfile);
bool Model::loadraw(const std::string& filename)
{
- FILE *tfile;
+ FILE* tfile;
long i;
- int TriangleNum;
+ short triangleNum;
LOGFUNC;
type = rawtype;
color = 0;
- tfile = Folders::openMandatoryFile( Folders::getResourcePath(filename), "rb" );
+ tfile = Folders::openMandatoryFile(Folders::getResourcePath(filename), "rb");
// read model settings
fseek(tfile, 0, SEEK_SET);
- funpackf(tfile, "Bs Bs", &vertexNum, &TriangleNum);
+ funpackf(tfile, "Bs Bs", &vertexNum, &triangleNum);
// read the model data
deallocate();
owner = (int*)malloc(sizeof(int) * vertexNum);
vertex = (XYZ*)malloc(sizeof(XYZ) * vertexNum);
- Triangles.resize(TriangleNum);
- vArray = (GLfloat*)malloc(sizeof(GLfloat) * TriangleNum * 24);
-
+ Triangles.resize(triangleNum);
+ vArray = (GLfloat*)malloc(sizeof(GLfloat) * triangleNum * 24);
for (i = 0; i < vertexNum; i++) {
funpackf(tfile, "Bf Bf Bf", &vertex[i].x, &vertex[i].y, &vertex[i].z);
}
- for (i = 0; i < TriangleNum; i++) {
+ for (i = 0; i < triangleNum; i++) {
short vertex[6];
funpackf(tfile, "Bs Bs Bs Bs Bs Bs", &vertex[0], &vertex[1], &vertex[2], &vertex[3], &vertex[4], &vertex[5]);
Triangles[i].vertex[0] = vertex[0];
funpackf(tfile, "Bf Bf Bf", &Triangles[i].gy[0], &Triangles[i].gy[1], &Triangles[i].gy[2]);
}
-
fclose(tfile);
for (i = 0; i < vertexNum; i++) {
return true;
}
-
void Model::UniformTexCoords()
{
for (unsigned int i = 0; i < Triangles.size(); i++) {
UpdateVertexArray();
}
-
void Model::FlipTexCoords()
{
for (unsigned int i = 0; i < Triangles.size(); i++) {
void Model::ScaleNormals(float xscale, float yscale, float zscale)
{
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
for (int i = 0; i < vertexNum; i++) {
normals[i].x *= xscale;
boundingsphereradius = fast_sqrt(boundingsphereradius);
}
-
void Model::CalculateNormals(bool facenormalise)
{
Game::LoadingScreen();
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
for (int i = 0; i < vertexNum; i++) {
normals[i].x = 0;
normals[Triangles[i].vertex[2]].x += Triangles[i].facenormal.x;
normals[Triangles[i].vertex[2]].y += Triangles[i].facenormal.y;
normals[Triangles[i].vertex[2]].z += Triangles[i].facenormal.z;
- if (facenormalise)
+ if (facenormalise) {
Normalise(&Triangles[i].facenormal);
+ }
}
for (int i = 0; i < vertexNum; i++) {
Normalise(&normals[i]);
void Model::draw()
{
- if (type != normaltype && type != decalstype)
+ if (type != normaltype && type != decalstype) {
return;
+ }
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (color) {
- glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+ glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
} else {
- glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+ glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
}
textureptr.bind();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
-//TODO: phase out in favor of Texture
-void Model::drawdifftex(GLuint texture)
-{
- glEnableClientState(GL_NORMAL_ARRAY);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if (color) {
- glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
- } else {
- glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
- }
-
- glBindTexture(GL_TEXTURE_2D, (unsigned long)texture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
-
- glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
-
- if (color) {
- glDisableClientState(GL_COLOR_ARRAY);
- } else {
- glDisableClientState(GL_NORMAL_ARRAY);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-}
-
void Model::drawdifftex(Texture texture)
{
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (color) {
- glInterleavedArrays( GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+ glInterleavedArrays(GL_T2F_C3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
} else {
- glInterleavedArrays( GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
+ glInterleavedArrays(GL_T2F_N3F_V3F, 8 * sizeof(GLfloat), &vArray[0]);
}
texture.bind();
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDrawArrays(GL_TRIANGLES, 0, Triangles.size() * 3);
void Model::drawdecals(Texture shadowtexture, Texture bloodtexture, Texture bloodtexture2, Texture breaktexture)
{
if (decalstoggle) {
- if (type != decalstype)
+ if (type != decalstype) {
return;
- static int lasttype;
- static bool blend;
+ }
- blend = 1;
+ bool blend = true;
+ int lasttype = -1;
- lasttype = -1;
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(0);
for (unsigned int i = 0; i < decals.size(); i++) {
- if (decals[i].type == blooddecalfast && decals[i].alivetime < 2)
+ if (decals[i].type == blooddecalfast && decals[i].alivetime < 2) {
decals[i].alivetime = 2;
+ }
if (decals[i].type != lasttype) {
if (decals[i].type == shadowdecal) {
}
if (decals[i].type == breakdecal) {
glColor4f(1, 1, 1, decals[i].opacity);
- if (decals[i].alivetime > 58)
+ if (decals[i].alivetime > 58) {
glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
+ }
}
if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow)) {
glColor4f(1, 1, 1, decals[i].opacity);
- if (decals[i].alivetime < 4)
- glColor4f(1, 1, 1, decals[i].opacity*decals[i].alivetime*.25);
- if (decals[i].alivetime > 58)
+ if (decals[i].alivetime < 4) {
+ glColor4f(1, 1, 1, decals[i].opacity * decals[i].alivetime * .25);
+ }
+ if (decals[i].alivetime > 58) {
glColor4f(1, 1, 1, decals[i].opacity * (60 - decals[i].alivetime) / 2);
+ }
}
lasttype = decals[i].type;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
}
for (int i = decals.size() - 1; i >= 0; i--) {
decals[i].alivetime += multiplier;
- if (decals[i].type == blooddecalslow)
+ if (decals[i].type == blooddecalslow) {
decals[i].alivetime -= multiplier * 2 / 3;
- if (decals[i].type == blooddecalfast)
+ }
+ if (decals[i].type == blooddecalfast) {
decals[i].alivetime += multiplier * 4;
- if (decals[i].type == shadowdecal)
+ }
+ if (decals[i].type == shadowdecal) {
DeleteDecal(i);
- if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60)
+ }
+ if ((decals[i].type == blooddecal || decals[i].type == blooddecalfast || decals[i].type == blooddecalslow) && decals[i].alivetime >= 60) {
DeleteDecal(i);
+ }
}
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
void Model::DeleteDecal(int which)
{
if (decalstoggle) {
- if (type != decalstype)
+ if (type != decalstype) {
return;
+ }
decals.erase(decals.begin() + which);
}
}
-void Model::MakeDecal(decal_type atype, XYZ *where, float *size, float *opacity, float *rotation)
+void Model::MakeDecal(decal_type atype, XYZ* where, float* size, float* opacity, float* rotation)
{
if (decalstoggle) {
- if (type != decalstype)
+ if (type != decalstype) {
return;
+ }
static XYZ rot;
static float distance;
- if (*opacity > 0)
- if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size))
+ if (*opacity > 0) {
+ if (distsq(where, &boundingspherecenter) < (boundingsphereradius + *size) * (boundingsphereradius + *size)) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
if (Triangles[i].facenormal.y < -.1 && (vertex[Triangles[i].vertex[0]].y < where->y || vertex[Triangles[i].vertex[1]].y < where->y || vertex[Triangles[i].vertex[2]].y < where->y)) {
distance = abs(((Triangles[i].facenormal.x * where->x) + (Triangles[i].facenormal.y * where->y) + (Triangles[i].facenormal.z * where->z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))) / Triangles[i].facenormal.y);
- if (*opacity - distance / 10 > 0) {
+ if ((*opacity - distance / 10) > 0) {
Decal decal(*where, atype, *opacity - distance / 10, *rotation, *size, *this, i, 0);
- if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
- if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
- if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+ if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+ if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+ if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
decals.push_back(decal);
}
}
+ }
+ }
+ }
}
}
}
+ }
+ }
}
}
void Model::MakeDecal(decal_type atype, XYZ where, float size, float opacity, float rotation)
{
if (decalstoggle) {
- if (type != decalstype)
+ if (type != decalstype) {
return;
+ }
static XYZ rot;
static float distance;
- if (opacity > 0)
- if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size))
+ if (opacity > 0) {
+ if (distsq(&where, &boundingspherecenter) < (boundingsphereradius + size) * (boundingsphereradius + size)) {
for (unsigned int i = 0; i < Triangles.size(); i++) {
distance = abs(((Triangles[i].facenormal.x * where.x) + (Triangles[i].facenormal.y * where.y) + (Triangles[i].facenormal.z * where.z) - ((Triangles[i].facenormal.x * vertex[Triangles[i].vertex[0]].x) + (Triangles[i].facenormal.y * vertex[Triangles[i].vertex[0]].y) + (Triangles[i].facenormal.z * vertex[Triangles[i].vertex[0]].z))));
if (distance < .02 && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.x) && abs(Triangles[i].facenormal.y) > abs(Triangles[i].facenormal.z)) {
- if (opacity - distance / 10 > 0) {
+ if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 0);
- if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
- if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
- if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+ if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+ if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+ if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
decals.push_back(decal);
}
}
+ }
+ }
+ }
}
} else if (distance < .02 && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.x) > abs(Triangles[i].facenormal.z)) {
- if (opacity - distance / 10 > 0) {
+ if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 1);
- if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
- if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
- if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+ if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+ if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+ if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
decals.push_back(decal);
}
}
+ }
+ }
+ }
}
} else if (distance < .02 && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.y) && abs(Triangles[i].facenormal.z) > abs(Triangles[i].facenormal.x)) {
- if (opacity - distance / 10 > 0) {
+ if ((opacity - distance / 10) > 0) {
Decal decal(where, atype, opacity - distance / 10, rotation, size, *this, i, 2);
- if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0))
- if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0))
- if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1))
+ if (!(decal.texcoords[0][0] < 0 && decal.texcoords[1][0] < 0 && decal.texcoords[2][0] < 0)) {
+ if (!(decal.texcoords[0][1] < 0 && decal.texcoords[1][1] < 0 && decal.texcoords[2][1] < 0)) {
+ if (!(decal.texcoords[0][0] > 1 && decal.texcoords[1][0] > 1 && decal.texcoords[2][0] > 1)) {
if (!(decal.texcoords[0][1] > 1 && decal.texcoords[1][1] > 1 && decal.texcoords[2][1] > 1)) {
if (decal.rotation) {
for (int j = 0; j < 3; j++) {
decals.push_back(decal);
}
}
+ }
+ }
+ }
}
}
}
+ }
+ }
}
}
+const XYZ& Model::getTriangleVertex(unsigned triangleId, unsigned vertexId) const
+{
+ return vertex[Triangles[triangleId].vertex[vertexId]];
+}
+
void Model::deleteDeadDecals()
{
for (int i = decals.size() - 1; i >= 0; i--) {
void Model::deallocate()
{
- if (owner)
+ if (owner) {
free(owner);
+ }
owner = 0;
- if (vertex)
+ if (vertex) {
free(vertex);
+ }
vertex = 0;
- if (normals)
+ if (normals) {
free(normals);
+ }
normals = 0;
- if (vArray)
+ if (vArray) {
free(vArray);
+ }
vArray = 0;
+
+ decals.clear();
}
Model::Model()
- : vertexNum(0),
- hastexture(0),
- type(0), oldtype(0),
- owner(0),
- vertex(0),
- normals(0),
- vArray(0)
+ : vertexNum(0)
+ , type(nothing)
+ , owner(0)
+ , vertex(0)
+ , normals(0)
+ , vArray(0)
+ , color(0)
+ , boundingspherecenter()
+ , boundingsphereradius(0)
+ , flat(false)
{
memset(&modelTexture, 0, sizeof(modelTexture));
- color = 0;
-
- boundingspherecenter = 0;
- boundingsphereradius = 0;
-
- flat = 0;
-
- type = nothing;
}